/Engine/Plugins/Experimental/VirtualCamera/Source/VirtualCamera/Public/FunctionLibraries/LevelSequenceVCamLibrary.h
If yes, you should pilot the sequence usingULevelSequenceEditorBlueprintLibrary::SetLockCameraCutToViewportinstead of directly piloting by using FindLevelSequencePilotableCamerasInActiveLevelSequence.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera | Level Sequence", Meta=(WorldContext="WorldContextObject")) static bool HasAnyCameraCutsInLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * Sequence )